Files
DorkNet/DorkNet.Server/Controllers/API/Inventory/InventoryController.cs
Alexa afad9bbc5a fix: address review on the notification pushes
- Force-join's RoomUpdate carries the room's role grants, so it no
  longer wipes them from the client's cached room.
- The consumable push reports IsTransferable the same as the inventory
  list does.
- A rejected private-instance join sends the owner at most one "wants
  to join" message per requester and instance every 5 minutes.
- SubscribeToPlayers ignores sets over 5,000 ids and keeps the current
  subscriptions.
- The subscriber exclusion list looks up online friends' connections in
  one pipelined Redis batch instead of one call per friend.
2026-10-24 20:25:51 +03:00

505 lines
22 KiB
C#

using System.Text.Json;
using Microsoft.AspNetCore.Authorization;
using Microsoft.AspNetCore.Mvc;
using Microsoft.EntityFrameworkCore;
using DorkNet.Models.Notification;
using DorkNet.Server.Auth;
using DorkNet.Server.Data;
using DorkNet.Server.Data.Entities;
using DorkNet.Server.Services;
namespace DorkNet.Server.Controllers.API.Inventory;
/// <summary>
/// api.rec.net/api/{equipment,consumables}/* — backs the watch's
/// Backpack tab. Wire DTOs match the decompiled client classes:
///
/// • <c>RecNet.Equipment</c> — fields: <c>PrefabName, ModificationGuid,
/// PlatformMask, IsPlatformLocked, FriendlyName, Tooltip, Rarity,
/// Favorited</c>.
/// • <c>RecNet.Consumable</c> — fields: <c>Id(long), ConsumableType,
/// PlatformMask, Count, InitialCount, UnlockedLevel, CreatedAt,
/// ActiveDurationMinutes(int?), ConsumableItem(nested), Category,
/// IsActive, IsPlatformLocked</c>.
///
/// Persistence: one <see cref="PlayerInventoryEntity"/> row per
/// (player, item). For equipment, Quantity=1 + IsActive tracks
/// favourite. For consumables, Quantity is the stack count + IsActive
/// tracks "currently activated".
/// </summary>
[ApiController]
[Authorize]
public class InventoryController(
DorkNetDbContext db,
NotificationService notifications) : ControllerBase
{
private long Me => this.RequireCurrentPlayerId();
// Categories the StoreItem table uses for equipment vs
// consumables. The seed data tags items per these strings.
private static readonly HashSet<string> EquipmentCategories = new()
{
"equipment", "tool", "maker_pen", "weapon",
};
private static readonly HashSet<string> ConsumableCategories = new()
{
"consumable",
};
// ── Equipment ────────────────────────────────────────────────────────
[HttpGet("api/equipment/v1/getUnlocked")]
[HttpGet("api/equipment/v2/getUnlocked")]
[HttpGet("api/equipment/v3/getUnlocked")]
public async Task<IActionResult> GetUnlockedEquipment()
{
var pid = Me;
var rows = await (from inv in db.PlayerInventory
join item in db.StoreItems on inv.ItemSlug equals item.Slug
where inv.PlayerId == pid
&& EquipmentCategories.Contains(item.Category)
select new { inv, item }).ToListAsync();
return Ok(rows.Select(r => ToEquipmentWire(r.inv, r.item)));
}
public sealed class EquipmentUpdateRequest
{
public string PrefabName { get; set; } = string.Empty;
public string ModificationGuid { get; set; } = string.Empty;
public bool Favorited { get; set; }
// The 2023 client sends Equipped/IsEquipped when a weapon skin is
// equipped (distinct from Favorited). We only have one IsActive flag,
// and for skins "active" == "equipped", so honor whichever the client
// sent. Without this the equip was dropped (only Favorited was read)
// and the skin never stuck.
public bool? Equipped { get; set; }
public bool? IsEquipped { get; set; }
}
/// <summary>POST <c>api/equipment/v1/update</c> — toggle the
/// "favorited" flag on a piece of equipment (the watch lets the
/// player pin commonly-used tools).</summary>
/// <remarks>The 2023-03-21 client sends a JSON <b>array</b> of equipment
/// updates here, not a single object (it serialises a
/// <c>List&lt;BCINJINBBHG&gt;</c>). Binding <c>[FromBody]</c> onto one
/// object failed model binding and returned an automatic 400, so equip and
/// favourite changes never persisted for that build. The body is now read
/// leniently and both shapes are applied through the same per-item path.
/// </remarks>
[HttpPost("api/equipment/v1/update")]
[Consumes("application/json", "application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<IActionResult> UpdateEquipment()
{
var requests = await ReadEquipmentUpdatesAsync();
if (requests.Count == 0) return BadRequest("missing prefab/mod identifier");
IActionResult last = Ok();
foreach (var req in requests)
{
last = await ApplyEquipmentUpdateAsync(req);
// Surface the first rejection rather than pretending the whole
// batch succeeded.
if (last is not OkObjectResult and not OkResult) return last;
}
return last;
}
/// <summary>Accepts a single object, an array of objects, or a form post.</summary>
private async Task<List<EquipmentUpdateRequest>> ReadEquipmentUpdatesAsync()
{
var opts = new JsonSerializerOptions { PropertyNameCaseInsensitive = true };
var result = new List<EquipmentUpdateRequest>();
if (Request.HasFormContentType)
{
var form = await Request.ReadFormAsync();
string? S(params string[] keys)
{
foreach (var k in keys)
if (form.TryGetValue(k, out var v) && !string.IsNullOrEmpty(v)) return v.ToString();
return null;
}
bool? B(params string[] keys)
=> bool.TryParse(S(keys), out var b) ? b : null;
result.Add(new EquipmentUpdateRequest
{
PrefabName = S("PrefabName", "prefabName"),
ModificationGuid = S("ModificationGuid", "modificationGuid"),
Favorited = B("Favorited", "favorited") ?? false,
Equipped = B("Equipped", "equipped"),
IsEquipped = B("IsEquipped", "isEquipped"),
});
return result;
}
try
{
Request.EnableBuffering();
Request.Body.Position = 0;
using var doc = await JsonDocument.ParseAsync(Request.Body);
Request.Body.Position = 0;
var root = doc.RootElement;
if (root.ValueKind == JsonValueKind.Array)
{
foreach (var el in root.EnumerateArray())
{
var one = el.Deserialize<EquipmentUpdateRequest>(opts);
if (one is not null) result.Add(one);
}
}
else if (root.ValueKind == JsonValueKind.Object)
{
var one = root.Deserialize<EquipmentUpdateRequest>(opts);
if (one is not null) result.Add(one);
}
}
catch (JsonException) { /* unparseable body → treated as empty */ }
return result;
}
private async Task<IActionResult> ApplyEquipmentUpdateAsync(EquipmentUpdateRequest req)
{
var pid = Me;
// Catalog-backed skins use a compound slug so we can round-trip
// the client's separate PrefabName + ModificationGuid fields.
var slug = !string.IsNullOrWhiteSpace(req.ModificationGuid)
? StoreService.EquipmentSkinSlug(req.PrefabName, req.ModificationGuid)
: req.PrefabName;
if (string.IsNullOrWhiteSpace(slug)) return BadRequest("missing prefab/mod identifier");
var row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == slug);
if (row is null && !string.IsNullOrWhiteSpace(req.ModificationGuid))
{
// Legacy rows created before catalog-backed equipment skins
// used the raw modification GUID as ItemSlug.
row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == req.ModificationGuid);
}
if (row is null && !string.IsNullOrWhiteSpace(req.PrefabName))
{
row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.ItemSlug == req.PrefabName);
}
if (row is null)
{
// Player doesn't own this; reject rather than silently
// creating ownership (avoids letting clients grant items
// to themselves).
return Forbid();
}
// "equipped" is the meaningful state for weapon skins; prefer it,
// fall back to Favorited for plain tool-pin updates.
var active = req.Equipped ?? req.IsEquipped ?? req.Favorited;
// One skin equipped per weapon: when equipping a catalog-backed skin,
// clear the equipped flag on the player's OTHER skins for the SAME
// prefab (slugs share the "{prefix}{prefab}:" head) so the weapon
// doesn't end up with two "equipped" skins.
if (active && !string.IsNullOrWhiteSpace(req.ModificationGuid)
&& !string.IsNullOrWhiteSpace(req.PrefabName))
{
var prefabPrefix = StoreService.EquipmentSkinSlug(req.PrefabName, string.Empty);
var siblings = await db.PlayerInventory
.Where(inv => inv.PlayerId == pid && inv.IsActive
&& inv.ItemSlug != slug
&& inv.ItemSlug.StartsWith(prefabPrefix))
.ToListAsync();
foreach (var sib in siblings) sib.IsActive = false;
}
row.IsActive = active;
await db.SaveChangesAsync();
return Ok(new { Updated = true });
}
// ── Consumables ──────────────────────────────────────────────────────
// 2020.12 client bumped the URL to v2 AND changed the response shape from
// per-item to BulkConsumable: each entry groups N instances of the same
// ConsumableItemDesc with parallel Ids[] / CreatedAts[] arrays. Deserializer
// is PLHFAEBLDAE.PPGFHEDFBEA reading PASCALCASE keys: Ids, CreatedAts,
// ConsumableItemDesc, Count, InitialCount, IsActive, ActiveDurationMinutes,
// IsTransferable. Returning the v1 per-item shape on v2 throws "Malformed
// Response" and the chain calls BootSequence.OINIBKFNFAJ — fatal kick.
[HttpGet("api/consumables/v1/getUnlocked")]
public async Task<IActionResult> GetUnlockedConsumablesV1()
{
var pid = Me;
var rows = await (from inv in db.PlayerInventory
join item in db.StoreItems on inv.ItemSlug equals item.Slug
where inv.PlayerId == pid
&& ConsumableCategories.Contains(item.Category)
select new { inv, item }).ToListAsync();
return Ok(rows.Select(r => ToConsumableWire(r.inv, r.item)));
}
[HttpGet("api/consumables/v2/getUnlocked")]
public async Task<IActionResult> GetUnlockedConsumablesV2()
{
var pid = Me;
var rows = await (from inv in db.PlayerInventory
join item in db.StoreItems on inv.ItemSlug equals item.Slug
where inv.PlayerId == pid
&& ConsumableCategories.Contains(item.Category)
select new { inv, item }).ToListAsync();
// Group by ConsumableItemDesc — one BulkConsumable per consumable type.
var bulk = rows
.GroupBy(r => StoreService.TryGetConsumableItemDesc(r.item.Slug, out var d) ? d : r.item.Slug)
.Select(g => new
{
Ids = g.Select(r => r.inv.Id).ToArray(),
CreatedAts = g.Select(r => r.inv.AcquiredAt).ToArray(),
ConsumableItemDesc = g.Key,
Count = g.Sum(r => r.inv.Quantity),
InitialCount = g.Sum(r => r.inv.Quantity),
IsActive = false,
ActiveDurationMinutes = 0,
IsTransferable = false,
});
return Ok(bulk);
}
public sealed class ConsumableItemRequest
{
public long Id { get; set; }
public int DeltaCount { get; set; }
}
[HttpPost("api/consumables/v1/consume")]
public async Task<IActionResult> Consume([FromBody] ConsumableItemRequest req)
{
var pid = Me;
var row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == req.Id);
if (row is null) return NotFound();
var delta = Math.Max(1, Math.Abs(req.DeltaCount));
row.Quantity = Math.Max(0, row.Quantity - delta);
if (row.Quantity == 0) db.PlayerInventory.Remove(row);
await db.SaveChangesAsync();
// A consume always changes an existing mapping, so it is always
// ConsumableMappingRemoved (71) carrying the count that is left;
// Added (70) would make the client treat it as a new stack.
await notifications.NotifyAsync(pid,
PushNotificationId.ConsumableMappingRemoved, ConsumableMappingWire(row));
return Ok(new { row.Id, Count = row.Quantity });
}
/// <remarks>The 2023-03-21 client serialises a <c>TransferConsumableRequest</c>
/// with <c>JsonUtility.ToJson</c> and posts it as a raw JSON body. With
/// <c>[ApiController]</c> plus <c>[FromForm]</c> parameters, an
/// <c>application/json</c> request bound nothing and the transfer was
/// rejected as invalid, so consumable gifting never worked on that build.
/// The JSON body is now read alongside the original form/query paths.</remarks>
[HttpPost("api/consumables/v1/transfer")]
[Consumes("application/json", "application/x-www-form-urlencoded", "multipart/form-data")]
public async Task<IActionResult> TransferConsumable(
[FromForm] long? id,
[FromForm] long? recipientPlayerId,
[FromForm] int quantity = 1)
{
var pid = Me;
var body = await ReadTransferBodyAsync();
var inventoryId = id
?? body.Id
?? (long.TryParse(Request.Query["id"], out var qId) ? qId : 0);
var recipient = recipientPlayerId
?? body.RecipientPlayerId
?? (long.TryParse(Request.Query["recipientPlayerId"], out var qRecipient) ? qRecipient : 0);
var amount = Math.Max(1, body.Quantity ?? quantity);
if (inventoryId <= 0 || recipient <= 0 || recipient == pid)
return BadRequest("invalid_transfer");
var source = await db.PlayerInventory.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == inventoryId);
if (source is null || source.Quantity < amount) return NotFound();
var target = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == recipient && p.ItemSlug == source.ItemSlug);
if (target is null)
{
target = new PlayerInventoryEntity
{
PlayerId = recipient,
ItemSlug = source.ItemSlug,
Quantity = 0,
};
db.PlayerInventory.Add(target);
}
source.Quantity -= amount;
target.Quantity += amount;
if (source.Quantity == 0) db.PlayerInventory.Remove(source);
await db.SaveChangesAsync();
await notifications.NotifyAsync(recipient,
PushNotificationId.ConsumableMappingAdded, ConsumableMappingWire(target));
return Ok(new { Success = true, SourceCount = Math.Max(0, source.Quantity), RecipientCount = target.Quantity });
}
private readonly record struct TransferBody(long? Id, long? RecipientPlayerId, int? Quantity);
/// <summary>Reads the 2023 client's raw JSON transfer body. JsonUtility
/// emits field names verbatim, and the exact casing of that DTO is not
/// recoverable from the ISIL, so both conventions are accepted.</summary>
private async Task<TransferBody> ReadTransferBodyAsync()
{
if (Request.HasFormContentType) return default;
try
{
Request.EnableBuffering();
Request.Body.Position = 0;
using var doc = await JsonDocument.ParseAsync(Request.Body);
Request.Body.Position = 0;
if (doc.RootElement.ValueKind != JsonValueKind.Object) return default;
long? L(params string[] keys)
{
foreach (var k in keys)
if (doc.RootElement.TryGetProperty(k, out var e) &&
e.ValueKind == JsonValueKind.Number && e.TryGetInt64(out var v)) return v;
return null;
}
int? I(params string[] keys)
{
foreach (var k in keys)
if (doc.RootElement.TryGetProperty(k, out var e) &&
e.ValueKind == JsonValueKind.Number && e.TryGetInt32(out var v)) return v;
return null;
}
return new TransferBody(
L("Id", "id", "InventoryId", "inventoryId"),
L("RecipientPlayerId", "recipientPlayerId"),
I("Quantity", "quantity", "Count", "count"));
}
catch (JsonException) { return default; }
}
/// <summary>GET <c>api/consumables/v1/getTransferable/{playerId}</c> — the
/// consumables the caller may gift to <c>playerId</c>. No handler existed,
/// so the transfer UI 404'd and could never list anything to send.
/// Returns the same grouped shape as <c>v2/getUnlocked</c>.</summary>
[HttpGet("api/consumables/v1/getTransferable/{playerId:long}")]
public async Task<IActionResult> GetTransferableConsumables(long playerId)
{
var pid = Me;
var rows = await db.PlayerInventory
.Where(p => p.PlayerId == pid && p.Quantity > 0)
.ToListAsync();
// Can't gift to yourself; everything else the caller holds is fair game.
var transferable = playerId == pid ? [] : rows;
return Ok(transferable
.GroupBy(r => r.ItemSlug)
.Select(g => new
{
Consumable = g.Key,
Count = g.Sum(r => r.Quantity),
Id = g.Min(r => r.Id),
})
.ToList());
}
public sealed class ActivateConsumableRequest
{
public long Id { get; set; }
public bool IsActive { get; set; }
}
[HttpPost("api/consumables/v1/updateActive")]
public async Task<IActionResult> UpdateActive([FromBody] ActivateConsumableRequest req)
{
var pid = Me;
var row = await db.PlayerInventory
.FirstOrDefaultAsync(p => p.PlayerId == pid && p.Id == req.Id);
if (row is null) return NotFound();
row.IsActive = req.IsActive;
await db.SaveChangesAsync();
return Ok(new { row.Id, row.IsActive });
}
// ── Wire serializers ─────────────────────────────────────────────────
private static object ToEquipmentWire(PlayerInventoryEntity inv, StoreItemEntity item)
{
var prefabName = item.Slug;
var modificationGuid = inv.ItemSlug;
var rarity = 0;
if (StoreService.TryGetEquipmentPayload(item.Slug, out var prefab, out var mod, out var skin))
{
prefabName = prefab;
modificationGuid = mod;
rarity = skin?.rarity ?? 0;
}
return new
{
PrefabName = prefabName,
ModificationGuid = modificationGuid,
PlatformMask = -1, // All
IsPlatformLocked = false,
FriendlyName = item.DisplayName,
Tooltip = item.Description,
Rarity = rarity,
// IsActive is the equipped/active flag; surface it under every key
// the 2023 client reads so the equipped skin shows on reload.
Favorited = inv.IsActive,
Equipped = inv.IsActive,
IsEquipped = inv.IsActive,
};
}
/// <summary>ConsumableMapping push payload ("70" Added / "71" Removed):
/// exactly the client's mapping DTO <c>CGCALDBHLGD</c> (formatter
/// <c>JICIOMDBPDO</c>) — Id (Int64), ConsumableItemDesc (STRING, not an
/// object), Count, InitialCount, CreatedAt, ActiveDurationMinutes (Int32?),
/// IsActive, IsTransferable. The old <c>{Id, ItemSlug, Quantity}</c> parsed
/// as a mapping with no item and a count of 0.</summary>
public static object ConsumableMappingWire(PlayerInventoryEntity inv) => new
{
inv.Id,
ConsumableItemDesc = StoreService.TryGetConsumableItemDesc(inv.ItemSlug, out var desc) ? desc : inv.ItemSlug,
Count = inv.Quantity,
InitialCount = inv.Quantity, // the original purchase count isn't tracked
CreatedAt = inv.AcquiredAt,
ActiveDurationMinutes = (int?)null,
inv.IsActive,
// Same as GET api/consumables/v2/getUnlocked, so a push never flips
// what the inventory list says.
IsTransferable = false,
};
private static object ToConsumableWire(PlayerInventoryEntity inv, StoreItemEntity item)
{
var type = StoreService.TryGetConsumableItemDesc(item.Slug, out var consumableDesc)
? consumableDesc
: item.Slug;
var category = StoreService.TryGetHairDyePayload(item.Slug, out _)
? 6
: 0;
return new
{
inv.Id,
ConsumableItemDesc = type,
ConsumableType = type,
PlatformMask = -1,
Count = inv.Quantity,
InitialCount = inv.Quantity, // we don't track original purchase count
UnlockedLevel = 0,
CreatedAt = inv.AcquiredAt,
ActiveDurationMinutes = (int?)null,
ConsumableItem = new
{
Id = inv.Id,
Type = type,
FriendlyName = item.DisplayName,
Tooltip = item.Description,
ImageName = item.ImageName,
},
Category = category,
inv.IsActive,
IsPlatformLocked = false,
};
}
}